Lou Montana/Sandbox – User
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{{SideTOC}} | {{SideTOC}} | ||
[[Category: Sandbox]] | [[Category: Sandbox]] | ||
= Mission Design = | |||
[[Mission Design]] is an important aspect to consider in order to keep the player(s) entertained. | |||
# Wanting to play through the whole mission | |||
# Seeing an effect to their actions | |||
# In the end, having '''a sense of accomplishment'''. | |||
== Mission Goal == | |||
While the ''mission's'' goal can remain hidden or obscure to the player, his ''current'' goal must be crystal clear. For example, the end goal of "fighting back" can remain hidden, but the first goal of "patrol the camp" must be made obvious so the player is not at loss and feels he has something to accomplish. | |||
== Action/Reward == | |||
The meat of player's interest is here: an achieved goal must reward the player with an evolution: either a reward (new intel, less enemies, easier progress) or a scenario evolution (enemy counterattack, reinforcements incoming, radio update). | |||
== Multiplayer Specifics == | |||
* Teamplay and cooperation | |||
* Winning over the other team (if PvP) | |||
== Examples == | |||
* destroy the radio antenna then attack the base | |||
* stuff2 | |||
* stuff3 | |||
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↓ anyone feels like filling the table below…? ↓ | ↓ anyone feels like filling the table below…? ↓ |
Revision as of 01:18, 16 March 2020
Mission Design
Mission Design is an important aspect to consider in order to keep the player(s) entertained.
- Wanting to play through the whole mission
- Seeing an effect to their actions
- In the end, having a sense of accomplishment.
Mission Goal
While the mission's goal can remain hidden or obscure to the player, his current goal must be crystal clear. For example, the end goal of "fighting back" can remain hidden, but the first goal of "patrol the camp" must be made obvious so the player is not at loss and feels he has something to accomplish.
Action/Reward
The meat of player's interest is here: an achieved goal must reward the player with an evolution: either a reward (new intel, less enemies, easier progress) or a scenario evolution (enemy counterattack, reinforcements incoming, radio update).
Multiplayer Specifics
- Teamplay and cooperation
- Winning over the other team (if PvP)
Examples
- destroy the radio antenna then attack the base
- stuff2
- stuff3
↓ anyone feels like filling the table below…? ↓
Vehicles Speed and Fuel Stats
Class | Name | Full tank consumption time | Speed | |||||
---|---|---|---|---|---|---|---|---|
Idle | slow speed | medium speed | max speed | slow speed | medium speed | max speed | ||
B_Truck_01_mover_F | HEMTT | 05:18:00 | 03:15:00 | 03:38:00 | 03:18:00 | 026,83 km/h | 070,94 km/h | 082,85 km/h |
B_MRAP_01_F | Hunter (unarmed) | 04:33:00 | 02:47:00 | 01:56:00 | 01:44:00 | 037,13 km/h | 099,81 km/h | 116,45 km/h |
B_LSV_01_unarmed_F | Prowler (unarmed) | 04:09:00 | 01:38:00 | 01:50:00 | 01:38:00 | 053,96 km/h | 147,06 km/h | 172,47 km/h |
B_Quadbike_01_F | Quad | 01:54:00 | 01:09:00 | 01:12:00 | 01:06:00 | 027,14 km/h | 070,77 km/h | 082,20 km/h |
B_APC_Tracked_01_AA_F | IFV-6a Cheetah | 03:11:00 | 02:07:00 | 02:14:00 | 01:56:00 | 023,31 km/h | 046,31 km/h | 061,07 km/h |
B_APC_Wheeled_01_cannon_F | AMV-7 Marshall | 04:55:00 | 02:58:00 | 02:58:00 | 02:34:00 | 036,20 km/h | 060,41 km/h | 113,00 km/h |
B_APC_Tracked_01_CRV_F | CRV-6e Bobcat | 03:11:00 | 02:05:00 | 02:13:00 | 01:55:00 | 023,31 km/h | 046,31 km/h | 061,07 km/h |
Code used:
veh = vehicle player; wantedDelta = 3; previousPos = [0,0,0]; currentPos = [0,0,0]; previousFuel = 0; currentFuel = 0; t = 0; onEachFrame { isNil { vehSpeed = speed veh; if (t <= time) then { previousPos = currentPos; currentPos = getPosATL veh; distanceDelta = currentPos distance previousPos; previousFuel = currentFuel; currentFuel = fuel veh; fuelLossPerMinute = (previousFuel - currentFuel) * (60 / (wantedDelta + (time - t))); remainingTime = if (fuelLossPerMinute > 0) then { [(currentFuel / fuelLossPerMinute) * 60, "HH:MM:SS"] call BIS_fnc_secondsToString; } else { -1 }; timeToEmpty = if (fuelLossPerMinute > 0) then { [(1 / fuelLossPerMinute) * 60, "HH:MM:SS"] call BIS_fnc_secondsToString; } else { -1 }; t = time + wantedDelta; }; hintSilent format [ "Speed: %1\nFuel loss: %2\n\nRemaining time: %3\nTime to empty: %4", vehSpeed, fuelLossPerMinute, remainingTime, timeToEmpty]; copyToClipboard format ["[%1, %2, %3]", typeOf veh, timeToEmpty, vehSpeed]; }; };↑ Back to spoiler's top